arcade-physics
Version:
Use Arcade Physics without Phaser.
54 lines • 1.28 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
Object.defineProperty(exports, "__esModule", { value: true });
/**
* @ignore
*/
function P0(t, p) {
const k = 1 - t;
return k * k * k * p;
}
/**
* @ignore
*/
function P1(t, p) {
const k = 1 - t;
return 3 * k * k * t * p;
}
/**
* @ignore
*/
function P2(t, p) {
return 3 * (1 - t) * t * t * p;
}
/**
* @ignore
*/
function P3(t, p) {
return t * t * t * p;
}
/**
* A cubic bezier interpolation method.
*
* https://medium.com/@adrian_cooney/bezier-interpolation-13b68563313a
*
* @function Phaser.Math.Interpolation.CubicBezier
* @since 3.0.0
*
* @param {number} t - The percentage of interpolation, between 0 and 1.
* @param {number} p0 - The start point.
* @param {number} p1 - The first control point.
* @param {number} p2 - The second control point.
* @param {number} p3 - The end point.
*
* @return {number} The interpolated value.
*/
const CubicBezierInterpolation = (t, p0, p1, p2, p3) => {
return P0(t, p0) + P1(t, p1) + P2(t, p2) + P3(t, p3);
};
exports.default = CubicBezierInterpolation;
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